- Apr 29, 2021
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Simon McVittie authored
This can be used to avoid the double disk space consumption of combining the runtime archive with the deployment. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
This allows multiple versions to coexist for local testing, and is also a step towards avoiding the double disk space consumption of deploying the runtime from an archive. The runtime is now unpacked into a versioned directory by default: the Steam CDN now knows how to handle this efficiently, moving unmodified files from one runtime to the next. Using a versioned name ensures that any locally-added files applied by a user will stay where they're put instead of propagating into updated runtimes. The versioned directory name contains `_platform_`, for example `soldier_platform_0.20210428.0`, both for symmetry with the SDK and so that it will not be deleted by pv-wrap --gc-legacy-runtimes. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
Anything that isn't Unicode or contains reserved characters is not going to be distributable through Steam's CDN. For the moment we just check for this and don't do anything about it, but pressure-vessel changes that are currently under development will let us provide these files with more Windows-friendly aliases. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
If any such files exist, they will need special treatment, because the Steam CDN assumes Windows filesystem semantics (case-insensitive, case-preserving). Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
This can be used to reconstitute the metadata or permissions of an unpacked directory, even if they are lost in transmission through the Steam CDN (which assumes all files are executable and does not track modification dates). Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
Improve CI, always cache downloaded files See merge request steamlinuxruntime!40
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Simon McVittie authored
This avoids re-downloading the same file unnecessarily. By default, the files are cached in ./.cache. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
Fix shellcheck warnings See merge request steamlinuxruntime!38
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- Apr 28, 2021
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Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
If we write this as LD_PRELOAD='' then it's more obvious what we're doing here. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
Never redirect stdout to the log file for setup commands See merge request steamlinuxruntime!37
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Ludovico de Nittis authored
If we redirect the stdout to a file, Origin starts to complain that it is not able to find the game it was supposed to launch. This seems to be caused by Steam that does something like this: ``` installation_path = subprocess.check_output(".../_v2-entry-point --verb=run -- .../proton run .../iscriptevaluator.exe --print-installation-path") ``` And if stdout is redirected it doesn't work and complains with: ``` src/clientdll/installscript_posix.cpp (357) : Assertion Failed: strCommonRedistForeignInstallPath != "" ``` We already avoided the redirect of stdout when `PRESSURE_VESSEL_BATCH` was set, but apparently this environment variable is not used when we are in the setup phase of a game. Fixes: https://github.com/ValveSoftware/steam-runtime/issues/402 Signed-off-by:
Ludovico de Nittis <ludovico.denittis@collabora.com>
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- Mar 16, 2021
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Simon McVittie authored
Separate source and generated depot files, improve documentation See merge request !35
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- Mar 12, 2021
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Simon McVittie authored
Refer to the bug reporting information and known issues, and replace details of how to activate the scout SDK with a simpler approach. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
Information that is appropriate for scout is not necessarily appropriate for soldier and vice versa. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
This avoids the depot being a mixture of source files and generated files. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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- Mar 09, 2021
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Simon McVittie authored
Make pressure-vessel-wrap responsible for unpacking runtimes See merge request steamlinuxruntime!32
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- Feb 23, 2021
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Simon McVittie authored
This simplifies the startup scripts a lot: deploy-runtime and run-in-steamrt no longer need to exist (although I've left behind stub versions to make it easier to switch between versions during testing), and we are not trying to do locking from shell script code. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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- Feb 17, 2021
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Ludovico de Nittis authored
Don't redirect stdout to log under PRESSURE_VESSEL_BATCH Closes #6 See merge request steamlinuxruntime!31
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Simon McVittie authored
This avoids redirecting the steam-runtime-system-info machine-readable output, or the output of pre-launch setup commands for Proton games. Resolves: steamlinuxruntime#6 Signed-off-by:
Simon McVittie <smcv@collabora.com>
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- Jan 13, 2021
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Ludovico de Nittis authored
Unpack runtimes into var/ by default See merge request steamlinuxruntime!29
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Simon McVittie authored
The log is a variable file, so let's move it into the subdirectory. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
This draws a line between the static parts of SteamLinuxRuntime (managed by Steam) and the runtime-modified parts (managed by SteamLinuxRuntime). Signed-off-by:
Simon McVittie <smcv@collabora.com>
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- Jan 08, 2021
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Simon McVittie authored
_v2-entry-point: use the relaunch container option by default See merge request steamlinuxruntime!28
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Ludovico de Nittis authored
The relaunch container option allows us to correctly handle the final environment variables from the main program, because we don't know them in advance, when we create the container for the setup steps. The downside is a potentially increased startup time. Until we enable this by default it would be very difficult to estimate the real impact that this option could have on real world systems. Signed-off-by:
Ludovico de Nittis <ludovico.denittis@collabora.com>
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- Jan 05, 2021
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Ludovico de Nittis authored
Improve logging See merge request steamlinuxruntime!27
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Simon McVittie authored
It's distracting to see messages about gameoverlayrenderer all over the place. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
This will be enabled if we are writing a log. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
_v2-entry-point: Add support for pressure vessel log file See merge request steamlinuxruntime!26
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- Jan 04, 2021
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Ludovico de Nittis authored
With this change it should be easier for users to gather the necessary logs when filing an issue report. They can now just launch Steam with "STEAM_LINUX_RUNTIME_LOG=1", and optionally also "STEAM_LINUX_RUNTIME_VERBOSE=1", and a log file will be created in their Scout/Soldier install directory. Signed-off-by:
Ludovico de Nittis <ludovico.denittis@collabora.com>
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Ludovico de Nittis authored
With the new "STEAM_LINUX_RUNTIME_VERBOSE" it should be more clear that we are enabling the verbose logs for all the Steam Linux Runtime components, instead of just pressure-vessel. Signed-off-by:
Ludovico de Nittis <ludovico.denittis@collabora.com>
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- Dec 10, 2020
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Ludovico de Nittis authored
Improve error behaviour See merge request steamlinuxruntime!25
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Ludovico de Nittis authored
run-in-steamrt: If run inside Flatpak, don't force copy mode forever See merge request steamlinuxruntime!24
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Simon McVittie authored
This creates a lot of noise on stderr if we're in verbose mode, but is not actually useful. By silencing it, we can have the actual problem appear more prominently. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Simon McVittie authored
If starting the container failed the first time we tried it, there's no point in trying again repeatedly. Unfortunately, when Steam runs setup commands, it ignores their exit status, so we can't make it give up early. Because the main game runs in a slightly different environment, it's possible that it might succeed even when setup commands fail, and it's also possible that launch options are making it more verbose or debuggable, so try harder to start that one. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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